UX/UI DESIGN

2017 DX ACCESS INITIATION

DX Access, an initiative program of 2017 Double Exposure Investigative Film Festival and Symposium, arranges seven-minute unparalleled face-to-face meetings between festival attendees and the heads of the most respected and innovative organizations in film and journalism.

THE GOAL was to build a system where the registrants have access to the bios of all the available industry leaders, which will offer them enough information before they request meetings via our application form.

MY ROLEwas to redesign the web page for DX Access. It used to contain only the description of the program without any information about which industry leaders are available and what their backgrounds are. My idea is to have all the above information available on one page and add a "call-to-action" button - purchase ticket. I quickly developed the prototype with hand sketch and illustrated the wireframe in Photoshop. This lets the team easily observe exactly how the page will look like and function before it got built.​THE RESULTwas 52 participants were successfully paired with industry leaders via the system I built. 168 individual meetings took place during the festival.

Double Exposure launches its third edition with world, U.S. and Washington premieres of eleven new, unreleased investigative films that go beyond the headlines to capture riveting stories.

THE GOAL was to redesign the film lineup page in order to give the audience an easy-access and eye-catching impression on all eleven films and their schedule.

MY ROLEwas to redesign the film lineup page. The old film lineup template from 2016 has too much information that could easily distract the audience's attention. And there is no way for the user to find out the film schedule without scrolling down to the bottom and read all the description. My idea is to present all the basic information (film posters, titles and schedules) intuitively on one page without the need to scroll down. In the meanwhile, the film posters and titles are all clickable, which will direct the audience to the individual film pages for more information, if they are interested.

THE PAGE is available online now. Over 1,600 people attended the film screenings.

THE GOAL was to design a mobile application, which serves as a convenient tool for the festival attendees to receive information and update of the festival, manage their schedules, and interact with the festival and each other.

WHAT I DIDwas building the application with Guidebook, an app builder. After selecting an appropriate template for conference and festival, I added features needed (ticketing, venue info, conference /film introduction and schedule, social media, interaction function, speaker info, etc.), created content (graphics, videos, etc.) and imported information from Excel sheets.

THE RESULT was that we actually didn't use the app during the festival, as we run out of time to update it with the latest information. However, this is absolutely an excellent tool to engage and interact with the audience. And we will use and popularize it at next year's festival.

HOME

NAVIGATION

SCHEDULE

TICKET

MORUOMILI.COM HOMEPAGE (RE)DESIGN

THE GOAL was to design a well-structured and visually compelling e-portfolio to showcase my past experience with project management, UX design and multimedia production works.

FIRSTLY,I created the sitemap and wireframe that included all the key elements of the site, showing their relationship to each other and defining how the overall navigation should be structured. The wireframe below shows my initial design, which has a one-page scroll-down layout. The sitemap below showed another version of my design with a guide for defining content hierarchy on the page, which was applied to the final delivery.

SECONDLY,I created the visual style for my website. As a big fan of Wes Anderson, I chose a similar color palette that matches the Life Aquatic with Steve Zissou. I designed and illustrated three versions of prototypes with Photoshop (shown below) after white board brainstorming.

THIRDLY,I built the site with Weebly, embedded videos and graphics, and launched the site after making sure it functions properly and there has no misspellings or broken design elements.

LASTLY,I shared my e-portfolio with several website designers and targeted audiences, and made the adjustment according to their feedbacks. For example, one of the biggest changes I've made is to change the structure from a one-page scroll-down style to a multi-page style, where the viewer has the choice on what (section) to pay attention to. Plus, the image on the homepage is more engaging now, and shows my skills intuitively.

According to Global EV Outlook 2017, new registrations of electric cars hit a new record in 2016, with over 750 thousand sales worldwide. The global electric car stock surpassed 2 million vehicles in 2016 after crossing the 1 million threshold in 2015. To study the future of transportation from a product development perspective, I conducted a research about the potential electric car consumers.

THE GOAL was to understand the needs, goals, and observed behavior patterns of the target users.

WHAT I DID was to conduct a user research and analysis based on data collected through a 20-participant focus group. With a view to identify the key factors that determine consumers intention to adopt electric cars, I illustrated the findings via a user persona and a customer journey map.THE DELIVERIESare showed below.

USER PERSONA

CUSTOMER JOURNEY

VIRTUAL REALITY APP DESIGN

THE PROBLEM was that ophthalmologists need standardized functional near cards to identify patients’ visual acuity. On top of that, they also want the near card to be portable and mobile,regardless of the confinement of time and space.

MY SOLUTION was to adopt the Virtual Reality technology instead of the traditional paper and ink to create standardized and mobile near card game, with a bear moving back and forth on a green meadow. The setting of a green meadow is meant to be soothing and help patients stay calm and focus. The brown bear is wearing a sweater with a symbol “E” or a horizontally flipped “E”. As the bear moves, the size of the symbol also changes. If the bear moves farther, the symbol gets smaller, and vice versa. The user needs to use a 3D cardboard. The cardboard is modified so that the volume button on the side of the phone is exposed. In addition, a rubber band is attached to hold the phone. More importantly, an occluder of the same size with the glass is attached. Putting the occluder in front of one of the glasses enables the user to switch between right and left eye examination as in the real-life practice. When users identify the symbol on the bear, they simply push the corresponding button: the up button indicates “E” and the down button indicates the horizontally flipped “E”. Ophthalmologists can simply download the application on their phones instead of carrying cards around.

THE ALGORITHM was that the application will go through a variety of distances and reach a final decision, just like in a real-life examination. Considering that users may lie during the examination, the same symbol at the same distance will be displayed for at least 3 times in random order to ensure an accurate result. The final decision will be presented on the screen, and the result of the exam will be easy to share via internet.

NEAR CARD GAME - INTERFACE ILLUSTRATION

NEAR CARD GAME - CARDBOARD

DISNEY MAGICBAND PRODUCT & UX STUDY

The Disney MagicBand is a wristband that allows visitors at Disney World Orlando to access different services within the resort. The purpose of the MagicBand is to seamlessly connect visitors with the broad range of choices within the resort and create the ultimate experience.

THE GOAL was to study the user experience around MagicBand and explore the Radio Frequency Identification technology behind the product.

OUR PROJECT focused on deconstructing the internal and external architecture of the band and its algorithm - the way it works from the point of purchase until the completion of any given function. We also evaluated the socio-technological effects of the band and conducted user experience research via interview with the users.